D&D Armour, Weapons & Equipment Return to Home page
Basic characters are wearing normal clothes, and no armour. This is Armour Class 9. Armour can be purchased to improve this 'protection' as follows (the lower the better):-                               return to dd1204ag  return to dd0505  return to dd1206
Armour Armour Class Weight Cost Weapon Damage Weight Cost Equipment Cost
Naked 10 0 0 Sling+20 1-4 5 2 Backpack 5
Clothing 9 0 0 Dagger 1-4 10 3 Flask of Oil 2
Shield 8 100 10 Spear 1-6 30 3 Food 10
Leather 7 200 20 Axe 1-6 30 4 Pole (10') 1
Leather
+Shield
6 300 30 Mace 1-6 30 5 Rope (50') 1
Chain Mail 5 400 40 Short Bow+20 1-6 30 25 Spikes (12) 1
Chain Mail+Shield 4 500 50 Crossbow+20 1-6 50 30 Tinderbox 3
Plate Mail 3 500 60 Sword 1-8 60 10 Torches(1 hr) (6) 1
Plate Mail+Shield 2 600 70 2-Handed Sword 1-10 150 15 Wolfsbane 10
Healing Potion 10
Armour weight slows down Movement

Choose

Clerics cannot use edged weapons Choose

Weight of all Equipment is 80 Choose

Player ID      in game
Before final Selection check that you have money to buy it all, and check your resulting movement below.
Damage to an opponent is limited by the Character Class AND Weapon, so for example: an elf has a maximum damage capability of 6, so although he could use a sword the max would still be 6. However if he only used a dagger then the max would be 4. Movement (1 turn ~ 60 Combat Rounds - normally combat will be resolved well before this limit)
Weight Carried per Turn Combat Round
Hiding with Care Normal Running Fighting Running
0 - 400 20' 40' 120' 600' 120' 120'
401 - 600 10' 30' 90' 450' 90' 90'
601 - 800 no 20' 60' 300' 60' 60'
801 - 1600 no 10' 30' 150' 30' 30'
>1600 Unable to move
So for example: a Fighter with Plate Mail, Shield, Sword and other Equipment will have a carry weight of 740, so he can move normally at 60' (i.e. 6 squares) per turn. If however he picks up more than 80 Gold Pieces then he will be slowed down to 30' per turn, and with all that clanking around he would not be able to hide.